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1221 lines
43 KiB
ReStructuredText
1221 lines
43 KiB
ReStructuredText
.. _doc_gdscript:
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GDScript
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========
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Introduction
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------------
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*GDScript* is a high level, dynamically typed programming language used to
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create content. It uses a syntax similar to
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`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
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(blocks are indent-based and many keywords are similar). Its goal is
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to be optimized for and tightly integrated with Godot Engine, allowing great
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flexibility for content creation and integration.
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History
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~~~~~~~
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Initially, Godot was designed to support multiple scripting languages
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(this ability still exists today). However, only GDScript is in use
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right now. There is a little history behind this.
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In the early days, the engine used the `Lua <http://www.lua.org>`__
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scripting language. Lua is fast, but creating bindings to an object
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oriented system (by using fallbacks) was complex and slow and took an
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enormous amount of code. After some experiments with
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`Python <http://www.python.org>`__, it also proved difficult to embed.
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The last third party scripting language that was used for shipped games
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was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
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At that point, it became evident that a custom scripting language could
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more optimally make use of Godot's particular architecture:
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- Godot embeds scripts in nodes. Most languages are not designed with
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this in mind.
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- Godot uses several built-in data types for 2D and 3D math. Script
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languages do not provide this, and binding them is inefficient.
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- Godot uses threads heavily for lifting and initializing data from the
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net or disk. Script interpreters for common languages are not
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friendly to this.
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- Godot already has a memory management model for resources, most
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script languages provide their own, which results in duplicate
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effort and bugs.
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- Binding code is always messy and results in several failure points,
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unexpected bugs and generally low maintainability.
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The result of these considerations is *GDScript*. The language and
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interpreter for GDScript ended up being smaller than the binding code itself
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for Lua and Squirrel, while having equal functionality. With time, having a
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built-in language has proven to be a huge advantage.
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Example of GDScript
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~~~~~~~~~~~~~~~~~~~
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Some people can learn better by just taking a look at the syntax, so
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here's a simple example of how GDScript looks.
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::
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# a file is a class!
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# inheritance
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extends BaseClass
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# member variables
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var a = 5
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var s = "Hello"
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var arr = [1, 2, 3]
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var dict = {"key":"value", 2:3}
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# constants
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const answer = 42
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const thename = "Charly"
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# enums
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enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
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enum Named {THING_1, THING_2, ANOTHER_THING = -1}
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# built-in vector types
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var v2 = Vector2(1, 2)
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var v3 = Vector3(1, 2, 3)
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# function
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func some_function(param1, param2):
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var local_var = 5
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if param1 < local_var:
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print(param1)
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elif param2 > 5:
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print(param2)
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else:
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print("fail!")
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for i in range(20):
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print(i)
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while(param2 != 0):
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param2 -= 1
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var local_var2 = param1+3
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return local_var2
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# inner class
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class Something:
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var a = 10
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# constructor
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func _init():
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print("constructed!")
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var lv = Something.new()
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print(lv.a)
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If you have previous experience with statically typed languages such as
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C, C++, or C# but never used a dynamically typed one before, it is advised you
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read this tutorial: :ref:`doc_gdscript_more_efficiently`.
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Language
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--------
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In the following, an overview is given to GDScript. Details, such as which
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methods are available to arrays or other objects, should be looked up in
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the linked class descriptions.
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Identifiers
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~~~~~~~~~~~
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Any string that restricts itself to alphabetic characters (``a`` to
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``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
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as an identifier. Additionally, identifiers must not begin with a digit.
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Identifiers are case-sensitive (``foo`` is different from ``FOO``).
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Keywords
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~~~~~~~~
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The following is the list of keywords supported by the language. Since
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keywords are reserved words (tokens), they can't be used as identifiers.
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+------------+---------------------------------------------------------------------------------------------------------------+
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| Keyword | Description |
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+============+===============================================================================================================+
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| if | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| elif | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| else | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| for | See for_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| do | Reserved for future implementation of do...while loops. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| while | See while_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| switch | Reserved for future implementation. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| case | Reserved for future implementation. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| break | Exits the execution of the current ``for`` or ``while`` loop. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| return | Returns a value from a function. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| class | Defines a class. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| extends | Defines what class to extend with the current class. Also tests whether a variable extends a given class. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| tool | Executes the script in the editor. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| signal | Defines a signal. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| func | Defines a function. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| static | Defines a static function. Static member variables are not allowed. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| const | Defines a constant. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| enum | Defines an enum. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| var | Defines a variable. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| setget | Defines setter and getter functions for a variable. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| breakpoint | Editor helper for debugger breakpoints. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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Operators
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~~~~~~~~~
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The following is the list of supported operators and their precedence
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(TODO, change since this was made to reflect python operators)
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+---------------------------------------------------------------+-----------------------------------------+
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| **Operator** | **Description** |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``x[index]`` | Subscription, Highest Priority |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``x.attribute`` | Attribute Reference |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``extends`` | Instance Type Checker |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``~`` | Bitwise NOT |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``-x`` | Negative |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
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| | |
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| | NOTE: The result of these operations |
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| | depends on the operands types. If both |
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| | are Integers, then the result will be |
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| | an Integer. That means 1/10 returns 0 |
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| | instead of 0.1. If at least one of the |
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| | operands is a float, then the result is |
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| | a float: float(1)/10 or 1.0/10 return |
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| | both 0.1. |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``+`` ``-`` | Addition / Subtraction |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``<<`` ``>>`` | Bit Shifting |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``&`` | Bitwise AND |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``^`` | Bitwise XOR |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``|`` | Bitwise OR |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``in`` | Content Test |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``!`` ``not`` | Boolean NOT |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``and`` ``&&`` | Boolean AND |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``or`` ``||`` | Boolean OR |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``if x else`` | Ternary if/else |
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+---------------------------------------------------------------+-----------------------------------------+
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| ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
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+---------------------------------------------------------------+-----------------------------------------+
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Literals
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~~~~~~~~
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+--------------------------+--------------------------------+
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| **Literal** | **Type** |
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+--------------------------+--------------------------------+
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| ``45`` | Base 10 integer |
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+--------------------------+--------------------------------+
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| ``0x8F51`` | Base 16 (hex) integer |
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+--------------------------+--------------------------------+
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| ``3.14``, ``58.1e-10`` | Floating point number (real) |
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+--------------------------+--------------------------------+
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| ``"Hello"``, ``"Hi"`` | Strings |
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+--------------------------+--------------------------------+
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| ``"""Hello, Dude"""`` | Multiline string |
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+--------------------------+--------------------------------+
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| ``@"Node/Label"`` | NodePath or StringName |
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+--------------------------+--------------------------------+
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Comments
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~~~~~~~~
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Anything from a ``#`` to the end of the line is ignored and is
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considered a comment.
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::
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# This is a comment
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.. Uncomment me if/when https://github.com/godotengine/godot/issues/1320 gets fixed
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Multi-line comments can be created using """ (three quotes in a row) at
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the beginning and end of a block of text.
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::
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""" Everything on these
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lines is considered
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a comment """
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Built-in types
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--------------
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Basic built-in types
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~~~~~~~~~~~~~~~~~~~~
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A variable in GDScript can be assigned to several built-in types.
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null
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^^^^
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``null`` is an empty data type that contains no information and can not
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be assigned any other value.
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bool
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^^^^
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The Boolean data type can only contain ``true`` or ``false``.
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int
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^^^
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The integer data type can only contain integer numbers, (both negative
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and positive).
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float
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^^^^^
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Used to contain a floating point value (real numbers).
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:ref:`String <class_String>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_. Strings can contain the
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`standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
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GDScript supports :ref:`format strings aka printf functionality
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<doc_gdscript_printf>`.
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Vector built-in types
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~~~~~~~~~~~~~~~~~~~~~
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:ref:`Vector2 <class_Vector2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D vector type containing ``x`` and ``y`` fields. Can alternatively
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access fields as ``width`` and ``height`` for readability. Can also be
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accessed as array.
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:ref:`Rect2 <class_Rect2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D Rectangle type containing two vectors fields: ``pos`` and ``size``.
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Alternatively contains an ``end`` field which is ``pos+size``.
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:ref:`Vector3 <class_Vector3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
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be accessed as an array.
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:ref:`Matrix32 <class_Matrix32>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3x2 matrix used for 2D transforms.
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:ref:`Plane <class_Plane>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Plane type in normalized form that contains a ``normal`` vector field
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and a ``d`` scalar distance.
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:ref:`Quat <class_Quat>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Quaternion is a datatype used for representing a 3D rotation. It's
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useful for interpolating rotations.
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:ref:`AABB <class_AABB>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Axis Aligned bounding box (or 3D box) contains 2 vectors fields: ``pos``
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and ``size``. Alternatively contains an ``end`` field which is
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``pos+size``. As an alias of this type, ``Rect3`` can be used
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interchangeably.
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:ref:`Matrix3 <class_Matrix3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
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(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
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vectors.
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:ref:`Transform <class_Transform>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Transform contains a Matrix3 field ``basis`` and a Vector3 field
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``origin``.
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Engine built-in types
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~~~~~~~~~~~~~~~~~~~~~
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:ref:`Color <class_Color>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
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also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
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:ref:`Image <class_Image>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Contains a custom format 2D image and allows direct access to the
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pixels.
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:ref:`NodePath <class_NodePath>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Compiled path to a node used mainly in the scene system. It can be
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easily assigned to, and from, a String.
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:ref:`RID <class_RID>`
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^^^^^^^^^^^^^^^^^^^^^^
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Resource ID (RID). Servers use generic RIDs to reference opaque data.
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:ref:`Object <class_Object>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Base class for anything that is not a built-in type.
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:ref:`InputEvent <class_InputEvent>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Events from input devices are contained in very compact form in
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InputEvent objects. Due to the fact that they can be received in high
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amounts from frame to frame they are optimized as their own data type.
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Container built-in types
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~~~~~~~~~~~~~~~~~~~~~~~~
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:ref:`Array <class_Array>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
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The array can resize dynamically. Arrays are indexed starting from index ``0``.
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Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
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::
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var arr=[]
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arr=[1, 2, 3]
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var b = arr[1] # this is 2
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var c = arr[arr.size()-1] # this is 3
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var d = arr[-1] # same as the previous line, but shorter
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arr[0] = "Hi!" # replacing value 1 with "Hi"
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arr.append(4) # array is now ["Hi", 2, 3, 4]
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GDScript arrays are allocated linearly in memory for speed. Very
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large arrays (more than tens of thousands of elements) may however cause
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memory fragmentation. If this is a concern special types of
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arrays are available. These only accept a single data type. They avoid memory
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fragmentation and also use less memory but are atomic and tend to run slower than generic
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arrays. They are therefore only recommended to use for very large data sets:
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- :ref:`ByteArray <class_ByteArray>`: An array of bytes (integers from 0 to 255).
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- :ref:`IntArray <class_IntArray>`: An array of integers.
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- :ref:`FloatArray <class_FloatArray>`: An array of floats.
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- :ref:`StringArray <class_StringArray>`: An array of strings.
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- :ref:`Vector2Array <class_Vector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
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- :ref:`Vector3Array <class_Vector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
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- :ref:`ColorArray <class_ColorArray>`: An array of :ref:`Color <class_Color>` objects.
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:ref:`Dictionary <class_Dictionary>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Associative container which contains values referenced by unique keys.
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::
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var d={4:5, "a key":"a value", 28:[1,2,3]}
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d["Hi!"] = 0
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var d = {
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22 : "Value",
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"somekey" : 2,
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"otherkey" : [2,3,4],
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"morekey" : "Hello"
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}
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Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
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and doesn't use quotes to mark string keys (making for slightly less to write).
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Note however that like any GDScript identifier, keys written in this form cannot
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start with a digit.
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::
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var d = {
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test22 = "Value",
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somekey = 2,
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otherkey = [2,3,4],
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morekey = "Hello"
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}
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To add a key to an existing dictionary, access it like an existing key and
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assign to it::
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var d = {} # create an empty Dictionary
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d.Waiting = 14 # add String "Waiting" as a key and assign the value 14 to it
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d[4] = "hello" # add integer `4` as a key and assign the String "hello" as its value
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d["Godot"] = 3.01 # add String "Godot" as a key and assign the value 3.01 to it
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Data
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----
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Variables
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~~~~~~~~~
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Variables can exist as class members or local to functions. They are
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created with the ``var`` keyword and may, optionally, be assigned a
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value upon initialization.
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::
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var a # data type is null by default
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var b = 5
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var c = 3.8
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var d = b + c # variables are always initialized in order
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Constants
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~~~~~~~~~
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Constants are similar to variables, but must be constants or constant
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expressions and must be assigned on initialization.
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::
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const a = 5
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const b = Vector2(20, 20)
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const c = 10 + 20 # constant expression
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const d = Vector2(20, 30).x # constant expression: 20
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const e = [1, 2, 3, 4][0] # constant expression: 1
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const f = sin(20) # sin() can be used in constant expressions
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const g = x + 20 # invalid; this is not a constant expression!
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Enums
|
|
^^^^^
|
|
|
|
Enums are basically a shorthand for constants, and are pretty useful if you
|
|
want to assign consecutive integers to some constant.
|
|
|
|
If you pass a name to the enum, it would also put all the values inside a
|
|
constant dictionary of that name.
|
|
|
|
::
|
|
|
|
enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
|
|
# Is the same as:
|
|
const TILE_BRICK = 0
|
|
const TILE_FLOOR = 1
|
|
const TILE_SPIKE = 2
|
|
const TILE_TELEPORT = 3
|
|
|
|
enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
|
|
# Is the same as:
|
|
const STATE_IDLE = 0
|
|
const STATE_JUMP = 5
|
|
const STATE_SHOOT = 6
|
|
const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
|
|
|
|
|
|
Functions
|
|
~~~~~~~~~
|
|
|
|
Functions always belong to a `class <Classes_>`_. The scope priority for
|
|
variable look-up is: local → class member → global. The ``self`` variable is
|
|
always available and is provided as an option for accessing class members, but
|
|
is not always required (and should *not* be sent as the function's first
|
|
argument, unlike Python).
|
|
|
|
::
|
|
|
|
func myfunction(a, b):
|
|
print(a)
|
|
print(b)
|
|
return a + b # return is optional; without it null is returned
|
|
|
|
A function can ``return`` at any point. The default return value is ``null``.
|
|
|
|
Referencing Functions
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
To call a function in a *base class* (i.e. one ``extend``-ed in your current class),
|
|
prepend ``.`` to the function name:
|
|
|
|
::
|
|
|
|
.basefunc(args)
|
|
|
|
Contrary to Python, functions are *not* first class objects in GDScript. This
|
|
means they cannot be stored in variables, passed as an argument to another
|
|
function or be returned from other functions. This is for performance reasons.
|
|
|
|
To reference a function by name at runtime, (e.g. to store it in a variable, or
|
|
pass it to another function as an argument) one must use the ``call`` or
|
|
``funcref`` helpers::
|
|
|
|
# Call a function by name in one step
|
|
mynode.call("myfunction", args)
|
|
|
|
# Store a function reference
|
|
var myfunc = funcref(mynode, "myfunction")
|
|
# Call stored function reference
|
|
myfunc.call_func(args)
|
|
|
|
|
|
Remember that default functions like ``_init``, and most
|
|
notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
|
|
``_fixed_process``, etc. are called in all base classes automatically.
|
|
So there is only a need to call the function explicitly when overloading
|
|
them in some way.
|
|
|
|
|
|
Static functions
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
A function can be declared static. When a function is static it has no
|
|
access to the instance member variables or ``self``. This is mainly
|
|
useful to make libraries of helper functions:
|
|
|
|
::
|
|
|
|
static func sum2(a, b):
|
|
return a + b
|
|
|
|
|
|
Statements and control flow
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Statements are standard and can be assignments, function calls, control
|
|
flow structures, etc (see below). ``;`` as a statement separator is
|
|
entirely optional.
|
|
|
|
if/else/elif
|
|
^^^^^^^^^^^^
|
|
|
|
Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
|
|
Parenthesis around conditions are allowed, but not required. Given the
|
|
nature of the tab-based indentation, ``elif`` can be used instead of
|
|
``else``/``if`` to maintain a level of indentation.
|
|
|
|
::
|
|
|
|
if [expression]:
|
|
statement(s)
|
|
elif [expression]:
|
|
statement(s)
|
|
else:
|
|
statement(s)
|
|
|
|
Short statements can be written on the same line as the condition::
|
|
|
|
if (1 + 1 == 2): return 2 + 2
|
|
else:
|
|
var x = 3 + 3
|
|
return x
|
|
|
|
Sometimes you might want to assign a different initial value based on a
|
|
boolean expression. In this case ternary-if expressions come in handy::
|
|
|
|
var x = [true-value] if [expression] else [false-value]
|
|
y += 3 if y < 10 else -1
|
|
|
|
while
|
|
^^^^^
|
|
|
|
Simple loops are created by using ``while`` syntax. Loops can be broken
|
|
using ``break`` or continued using ``continue``:
|
|
|
|
::
|
|
|
|
while [expression]:
|
|
statement(s)
|
|
|
|
for
|
|
^^^
|
|
|
|
To iterate through a range, such as an array or table, a *for* loop is
|
|
used. When iterating over an array, the current array element is stored in
|
|
the loop variable. When iterating over a dictionary, the *index* is stored
|
|
in the loop variable.
|
|
|
|
::
|
|
|
|
for x in [5, 7, 11]:
|
|
statement # loop iterates 3 times with x as 5, then 7 and finally 11
|
|
|
|
var dict = {"a":0, "b":1, "c":2}
|
|
for i in dict:
|
|
print(dict[i]) # loop provides the keys in an arbitrary order; may print 0, 1, 2, or 2, 0, 1, etc...
|
|
|
|
for i in range(3):
|
|
statement # similar to [0, 1, 2] but does not allocate an array
|
|
|
|
for i in range(1,3):
|
|
statement # similar to [1, 2] but does not allocate an array
|
|
|
|
for i in range(2,8,2):
|
|
statement # similar to [2, 4, 6] but does not allocate an array
|
|
|
|
for c in "Hello":
|
|
print(c) # iterate through all characters in a String, print every letter on new line
|
|
|
|
Classes
|
|
~~~~~~~
|
|
|
|
By default, the body of a script file is an unnamed class and it can
|
|
only be referenced externally as a resource or file. Class syntax is
|
|
meant to be very compact and can only contain member variables or
|
|
functions. Static functions are allowed, but not static members (this is
|
|
in the spirit of thread safety, since scripts can be initialized in
|
|
separate threads without the user knowing). In the same way, member
|
|
variables (including arrays and dictionaries) are initialized every time
|
|
an instance is created.
|
|
|
|
Below is an example of a class file.
|
|
|
|
::
|
|
|
|
# saved as a file named myclass.gd
|
|
|
|
var a = 5
|
|
|
|
func print_value_of_a():
|
|
print(a)
|
|
|
|
Inheritance
|
|
^^^^^^^^^^^
|
|
|
|
A class (stored as a file) can inherit from
|
|
|
|
- A global class
|
|
- Another class file
|
|
- An inner class inside another class file.
|
|
|
|
Multiple inheritance is not allowed.
|
|
|
|
Inheritance uses the ``extends`` keyword:
|
|
|
|
::
|
|
|
|
# Inherit/extend a globally available class
|
|
extends SomeClass
|
|
|
|
# Inherit/extend a named class file
|
|
extends "somefile.gd"
|
|
|
|
# Inherit/extend an inner class in another file
|
|
extends "somefile.gd".SomeInnerClass
|
|
|
|
|
|
To check if a given instance inherits from a given class
|
|
the ``extends`` keyword can be used as an operator instead:
|
|
|
|
::
|
|
|
|
# Cache the enemy class
|
|
const enemy_class = preload("enemy.gd")
|
|
|
|
# [...]
|
|
|
|
# use 'extends' to check inheritance
|
|
if (entity extends enemy_class):
|
|
entity.apply_damage()
|
|
|
|
Class Constructor
|
|
^^^^^^^^^^^^^^^^^
|
|
|
|
The class constructor, called on class instantiation, is named ``_init``.
|
|
As mentioned earlier, the constructors of parent classes are called automatically when
|
|
inheriting a class. So there is usually no need to call ``._init()`` explicitly.
|
|
|
|
If a parent constructor takes arguments, they are passed like this:
|
|
|
|
::
|
|
|
|
func _init(args).(parent_args):
|
|
pass
|
|
|
|
Inner classes
|
|
^^^^^^^^^^^^^
|
|
|
|
A class file can contain inner classes. Inner classes are defined using the
|
|
``class`` keyword. They are instanced using the ``ClassName.new()``
|
|
function.
|
|
|
|
::
|
|
|
|
# inside a class file
|
|
|
|
# An inner class in this class file
|
|
class SomeInnerClass:
|
|
var a = 5
|
|
func print_value_of_a():
|
|
print(a)
|
|
|
|
# This is the constructor of the class file's main class
|
|
func _init():
|
|
var c = SomeInnerClass.new()
|
|
c.print_value_of_a()
|
|
|
|
Classes as resources
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
|
|
must be loaded from disk to access them in other classes. This is done using
|
|
either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
|
|
class resource is done by calling the ``new`` function on the class object::
|
|
|
|
# Load the class resource when calling load()
|
|
var MyClass = load("myclass.gd")
|
|
|
|
# Preload the class only once at compile time
|
|
var MyClass2 = preload("myclass.gd")
|
|
|
|
func _init():
|
|
var a = MyClass.new()
|
|
a.somefunction()
|
|
|
|
Exports
|
|
~~~~~~~
|
|
|
|
Class members can be exported. This means their value gets saved along
|
|
with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
|
|
to. They will also be available for editing in the property editor. Exporting
|
|
is done by using the ``export`` keyword::
|
|
|
|
extends Button
|
|
|
|
export var number = 5 # value will be saved and visible in the property editor
|
|
|
|
An exported variable must be initialized to a constant expression or have an
|
|
export hint in the form of an argument to the export keyword (see below).
|
|
|
|
One of the fundamental benefits of exporting member variables is to have
|
|
them visible and editable in the editor. This way artists and game designers
|
|
can modify values that later influence how the program runs. For this, a
|
|
special export syntax is provided.
|
|
|
|
::
|
|
|
|
# If the exported value assigns a constant or constant expression,
|
|
# the type will be inferred and used in the editor
|
|
|
|
export var number = 5
|
|
|
|
# Export can take a basic data type as an argument which will be
|
|
# used in the editor
|
|
|
|
export(int) var number
|
|
|
|
# Export can also take a resource type to use as a hint
|
|
|
|
export(Texture) var character_face
|
|
export(PackedScene) var scene_file
|
|
|
|
# Integers and strings hint enumerated values
|
|
|
|
# Editor will enumerate as 0, 1 and 2
|
|
export(int, "Warrior", "Magician", "Thief") var character_class
|
|
# Editor will enumerate with string names
|
|
export(String, "Rebecca", "Mary", "Leah") var character_name
|
|
|
|
# Strings as paths
|
|
|
|
# String is a path to a file
|
|
export(String, FILE) var f
|
|
# String is a path to a directory
|
|
export(String, DIR) var f
|
|
# String is a path to a file, custom filter provided as hint
|
|
export(String, FILE, "*.txt") var f
|
|
|
|
# Using paths in the global filesystem is also possible,
|
|
# but only in tool scripts (see further below)
|
|
|
|
# String is a path to a PNG file in the global filesystem
|
|
export(String, FILE, GLOBAL, "*.png") var tool_image
|
|
# String is a path to a directory in the global filesystem
|
|
export(String, DIR, GLOBAL) var tool_dir
|
|
|
|
# The MULTILINE setting tells the editor to show a large input
|
|
# field for editing over multiple lines
|
|
export(String, MULTILINE) var text
|
|
|
|
# Limiting editor input ranges
|
|
|
|
# Allow integer values from 0 to 20
|
|
export(int, 20) var i
|
|
# Allow integer values from -10 to 20
|
|
export(int, -10, 20) var j
|
|
# Allow floats from -10 to 20, with a step of 0.2
|
|
export(float, -10, 20, 0.2) var k
|
|
# Allow values y = exp(x) where y varies betwee 100 and 1000
|
|
# while snapping to steps of 20. The editor will present a
|
|
# slider for easily editing the value.
|
|
export(float, EXP, 100, 1000, 20) var l
|
|
|
|
# Floats with easing hint
|
|
|
|
# Display a visual representation of the ease() function
|
|
# when editing
|
|
export(float, EASE) var transition_speed
|
|
|
|
# Colors
|
|
|
|
# Color given as Red-Green-Blue value
|
|
export(Color, RGB) var col # Color is RGB
|
|
# Color given as Red-Green-Blue-Alpha value
|
|
export(Color, RGBA) var col # Color is RGBA
|
|
|
|
# another node in the scene can be exported too
|
|
|
|
export(NodePath) var node
|
|
|
|
It must be noted that even if the script is not being run while at the
|
|
editor, the exported properties are still editable (see below for
|
|
"tool").
|
|
|
|
Exporting bit flags
|
|
^^^^^^^^^^^^^^^^^^^
|
|
|
|
Integers used as bit flags can store multiple ``true``/``false`` (boolean)
|
|
values in one property. By using the export hint ``int, FLAGS``, they
|
|
can be set from the editor:
|
|
|
|
::
|
|
|
|
# Individually edit the bits of an integer
|
|
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
|
|
|
|
Restricting the flags to a certain number of named flags is also
|
|
possible. The syntax is very similar to the enumeration syntax:
|
|
|
|
::
|
|
|
|
# Set any of the given flags from the editor
|
|
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
|
|
|
|
In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
|
|
has value 4 and ``Wind`` corresponds to value 8. Usually, constants
|
|
should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
|
|
on).
|
|
|
|
Using bit flags requires some understanding of bitwise operations. If in
|
|
doubt, boolean variables should be exported instead.
|
|
|
|
Exporting arrays
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
Exporting arrays works but with an important caveat: While regular
|
|
arrays are created local to every class instance, exported arrays are *shared*
|
|
between all instances. This means that editing them in one instance will
|
|
cause them to change in all other instances. Exported arrays can have
|
|
initializers, but they must be constant expressions.
|
|
|
|
::
|
|
|
|
# Exported array, shared between all instances.
|
|
# Default value must be a constant expression.
|
|
|
|
export var a=[1,2,3]
|
|
|
|
# Typed arrays also work, only initialized empty:
|
|
|
|
export var vector3s = Vector3Array()
|
|
export var strings = StringArray()
|
|
|
|
# Regular array, created local for every instance.
|
|
# Default value can include run-time values, but can't
|
|
# be exported.
|
|
|
|
var b = [a,2,3]
|
|
|
|
|
|
Setters/getters
|
|
~~~~~~~~~~~~~~~
|
|
|
|
It is often useful to know when a class' member variable changes for
|
|
whatever reason. It may also be desired to encapsulate its access in some way.
|
|
|
|
For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
|
|
It is used directly after a variable definition:
|
|
|
|
::
|
|
|
|
var variable = value setget setterfunc, getterfunc
|
|
|
|
Whenever the value of ``variable`` is modified by an *external* source
|
|
(i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
|
|
will be called. This happens *before* the value is changed. The *setter* must decide what to do
|
|
with the new value. Vice-versa, when ``variable`` is accessed, the *getter* function
|
|
(``getterfunc`` above) must ``return`` the desired value. Below is an example:
|
|
|
|
|
|
::
|
|
|
|
var myvar setget myvar_set,myvar_get
|
|
|
|
func myvar_set(newvalue):
|
|
myvar=newvalue
|
|
|
|
func myvar_get():
|
|
return myvar # getter must return a value
|
|
|
|
Either of the *setter* or *getter* functions can be omitted:
|
|
|
|
::
|
|
|
|
# Only a setter
|
|
var myvar = 5 setget myvar_set
|
|
# Only a getter (note the comma)
|
|
var myvar = 5 setget ,myvar_get
|
|
|
|
Get/Setters are especially useful when exporting variables to editor in tool
|
|
scripts or plugins, for validating input.
|
|
|
|
As said *local* access will *not* trigger the setter and getter. Here is an
|
|
illustration of this:
|
|
|
|
::
|
|
|
|
func _init():
|
|
# Does not trigger setter/getter
|
|
myinteger=5
|
|
print(myinteger)
|
|
|
|
# Does trigger setter/getter
|
|
self.myinteger=5
|
|
print(self.myinteger)
|
|
|
|
Tool mode
|
|
~~~~~~~~~
|
|
|
|
Scripts, by default, don't run inside the editor and only the exported
|
|
properties can be changed. In some cases it is desired that they do run
|
|
inside the editor (as long as they don't execute game code or manually
|
|
avoid doing so). For this, the ``tool`` keyword exists and must be
|
|
placed at the top of the file:
|
|
|
|
::
|
|
|
|
tool
|
|
extends Button
|
|
|
|
func _ready():
|
|
print("Hello")
|
|
|
|
Memory management
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
If a class inherits from :ref:`class_Reference`, then instances will be
|
|
freed when no longer in use. No garbage collector exists, just simple
|
|
reference counting. By default, all classes that don't define
|
|
inheritance extend **Reference**. If this is not desired, then a class
|
|
must inherit :ref:`class_Object` manually and must call instance.free(). To
|
|
avoid reference cycles that can't be freed, a ``weakref`` function is
|
|
provided for creating weak references.
|
|
|
|
|
|
Signals
|
|
~~~~~~~
|
|
|
|
It is often desired to send a notification that something happened in an
|
|
instance. GDScript supports creation of built-in Godot signals.
|
|
Declaring a signal in GDScript is easy using the `signal` keyword.
|
|
|
|
::
|
|
|
|
# No arguments
|
|
signal your_signal_name
|
|
# With arguments
|
|
signal your_signal_name_with_args(a,b)
|
|
|
|
These signals, just like regular signals, can be connected in the editor
|
|
or from code. Just take the instance of a class where the signal was
|
|
declared and connect it to the method of another instance:
|
|
|
|
::
|
|
|
|
func _callback_no_args():
|
|
print("Got callback!")
|
|
|
|
func _callback_args(a,b):
|
|
print("Got callback with args! a: ",a," and b: ",b)
|
|
|
|
func _at_some_func():
|
|
instance.connect("your_signal_name",self,"_callback_no_args")
|
|
instance.connect("your_signal_name_with_args",self,"_callback_args")
|
|
|
|
It is also possible to bind arguments to a signal that lacks them with
|
|
your custom values:
|
|
|
|
::
|
|
|
|
func _at_some_func():
|
|
instance.connect("your_signal_name",self,"_callback_args",[22,"hello"])
|
|
|
|
This is very useful when a signal from many objects is connected to a
|
|
single callback and the sender must be identified:
|
|
|
|
::
|
|
|
|
func _button_pressed(which):
|
|
print("Button was pressed: ",which.get_name())
|
|
|
|
func _ready():
|
|
for b in get_node("buttons").get_children():
|
|
b.connect("pressed",self,"_button_pressed",[b])
|
|
|
|
Finally, emitting a custom signal is done by using the
|
|
Object.emit_signal method:
|
|
|
|
::
|
|
|
|
func _at_some_func():
|
|
emit_signal("your_signal_name")
|
|
emit_signal("your_signal_name_with_args",55,128)
|
|
someinstance.emit_signal("somesignal")
|
|
|
|
Coroutines
|
|
~~~~~~~~~~
|
|
|
|
GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
|
|
via the ``yield`` built-in function. Calling ``yield()`` will
|
|
immediately return from the current function, with the current frozen
|
|
state of the same function as the return value. Calling ``resume`` on
|
|
this resulting object will continue execution and return whatever the
|
|
function returns. Once resumed the state object becomes invalid. Here is
|
|
an example:
|
|
|
|
::
|
|
|
|
func myfunc():
|
|
|
|
print("hello")
|
|
yield()
|
|
print("world")
|
|
|
|
func _ready():
|
|
|
|
var y = myfunc()
|
|
# Function state saved in 'y'
|
|
print("my dear")
|
|
y.resume()
|
|
# 'y' resumed and is now an invalid state
|
|
|
|
Will print:
|
|
|
|
::
|
|
|
|
hello
|
|
my dear
|
|
world
|
|
|
|
It is also possible to pass values between yield() and resume(), for
|
|
example:
|
|
|
|
::
|
|
|
|
func myfunc():
|
|
|
|
print("hello")
|
|
print( yield() )
|
|
return "cheers!"
|
|
|
|
func _ready():
|
|
|
|
var y = myfunc()
|
|
# Function state saved in 'y'
|
|
print( y.resume("world") )
|
|
# 'y' resumed and is now an invalid state
|
|
|
|
Will print:
|
|
|
|
::
|
|
|
|
hello
|
|
world
|
|
cheers!
|
|
|
|
Coroutines & signals
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
The real strength of using ``yield`` is when combined with signals.
|
|
``yield`` can accept two parameters, an object and a signal. When the
|
|
signal is received, execution will recommence. Here are some examples:
|
|
|
|
::
|
|
|
|
# Resume execution the next frame
|
|
yield( get_tree(), "idle_frame" )
|
|
|
|
# Resume execution when animation is done playing:
|
|
yield( get_node("AnimationPlayer"), "finished" )
|
|
|
|
Onready keyword
|
|
~~~~~~~~~~~~~~~
|
|
|
|
When using nodes, it's very common to desire to keep references to parts
|
|
of the scene in a variable. As scenes are only warranted to be
|
|
configured when entering the active scene tree, the sub-nodes can only
|
|
be obtained when a call to Node._ready() is made.
|
|
|
|
::
|
|
|
|
var mylabel
|
|
|
|
func _ready():
|
|
mylabel = get_node("MyLabel")
|
|
|
|
This can get a little cumbersome, specially when nodes and external
|
|
references pile up. For this, GDScript has the ``onready`` keyword, that
|
|
defers initialization of a member variable until _ready is called. It
|
|
can replace the above code with a single line:
|
|
|
|
::
|
|
|
|
onready var mylabel = get_node("MyLabel")
|